Vadi2012-01-16 21:04:52
Okay, thank you.
Should it not work in druid-melded forests as well? Or do we only create plantlife and yadda yadda.
Should it not work in druid-melded forests as well? Or do we only create plantlife and yadda yadda.
Enyalida2012-01-31 15:16:12
I'm considering reporting a new skill for Shamanism, tentatively named microclimate, thoughts?
The proposed mechanic proposes what I think is an interesting solution to the problem, without making it too easy to flip flop around weather. The Shaman becomes most at home in one particular clime, and within their own demesne is able to bring the 'weather in their soul' out into reality through force of willpower. This is already somewhat mirrored in the Fury skill Druids learn at trans, where the anger and outrage of the Druid is translated to "devastating" natural disasters that blast all enemies in the demesne. The balance time on this should probably be somewhat long relatively, about 6 or so seconds. If, in the situation you are in, you don't want to have the exact template you set, you have to spend power as normal. This would no longer be justified by "changing the weather is haaard" (because the flavor specifically says you have complete control over demesne) and is changed to "changing weather away from what you have imprinted on your soul is a taxing feat of doublethink/Alar". Keep in mind that demesne weather changes vanish when the demesne is broken or dissolved, so this wouldn't be useable to quickly change the weather in an area!
I can see a few alternate solutions to the problem, none of which seem as interesting.
1) The druid could simply take less power to change things in their own demesne, creating two (or more?) levels of change for the cost of one change. This is the most direct route, but iirc, it got a 'meh' response.
2) The druid could be allowed to directly choose what they want in their own demesne. This is essentially my microclimate idea, except without a required and limited preset. I don't like this solution, it seems like it'd lead to silly flipflopping of the weather in a demesne which isn't a good idea.
PS: Changing the temperature in a single room should also cost less then changing it for an entire area. I'd suggest something like alternate solution 1, allowing more change for less power. Perhaps make it on a slider of 1-10, with every two costing 1p so that there is some measure of fine tuning for this (exclusively?) flavor skill? I don't see any reason a Shaman should be changing a single room, outside of RP, and it's quite a costly ability for that, as well as being limited.
Report #764 Skillset: Shamanism Skill: New
Guild: Hartstone Status: Unsubmitted
Problem: Currently, to enable various weather based shamanism effects, the shaman can have to spend up to 25-30 power to alter the weather in their own demesne. The passive effects of the weather itself are on the whole minor, and entirely balanced by the fact that they hit absolutely everyone in the demesne, including the Shaman for all of the weather effects. All of this when the Shaman is supposedly able to 'Completely control the precipitation/wind/temperature around' themselves. Manipulating the weather to enable the other Shamanism abilities takes an exorbitant amount of power and time, that often just isn't available.
Solution #1: Create a new skill that allows the shaman to 'imprint' on the weather in the the room they are in for 10p, once a year. Thereafter, they may spend 3-4p when in their own demesne only to shift the weather in that room to their imprinted/'favored' weather pattern. Adjustments away from the preset weather must be made as normal through the Demesne* abilities.
Solution #2: Provide a solution here.
Solution #3: Provide a solution here.
The proposed mechanic proposes what I think is an interesting solution to the problem, without making it too easy to flip flop around weather. The Shaman becomes most at home in one particular clime, and within their own demesne is able to bring the 'weather in their soul' out into reality through force of willpower. This is already somewhat mirrored in the Fury skill Druids learn at trans, where the anger and outrage of the Druid is translated to "devastating" natural disasters that blast all enemies in the demesne. The balance time on this should probably be somewhat long relatively, about 6 or so seconds. If, in the situation you are in, you don't want to have the exact template you set, you have to spend power as normal. This would no longer be justified by "changing the weather is haaard" (because the flavor specifically says you have complete control over demesne) and is changed to "changing weather away from what you have imprinted on your soul is a taxing feat of doublethink/Alar". Keep in mind that demesne weather changes vanish when the demesne is broken or dissolved, so this wouldn't be useable to quickly change the weather in an area!
I can see a few alternate solutions to the problem, none of which seem as interesting.
1) The druid could simply take less power to change things in their own demesne, creating two (or more?) levels of change for the cost of one change. This is the most direct route, but iirc, it got a 'meh' response.
2) The druid could be allowed to directly choose what they want in their own demesne. This is essentially my microclimate idea, except without a required and limited preset. I don't like this solution, it seems like it'd lead to silly flipflopping of the weather in a demesne which isn't a good idea.
PS: Changing the temperature in a single room should also cost less then changing it for an entire area. I'd suggest something like alternate solution 1, allowing more change for less power. Perhaps make it on a slider of 1-10, with every two costing 1p so that there is some measure of fine tuning for this (exclusively?) flavor skill? I don't see any reason a Shaman should be changing a single room, outside of RP, and it's quite a costly ability for that, as well as being limited.
Qistrel2012-02-01 22:29:30
Turnus:
I'm fairly sure you can make an item permanent for 50 credits.
I thought enchanted items couldn't be made permenent. Robes are enchanted, right?
Ayisdra2012-02-01 22:34:58
I thought enchanted items couldn't be made permenent. Robes are enchanted, right?
Not originally. they have to be enchanted by an enchanter.
edit: the idea was to have a set of clothes that wouldn't decay that I could wear and not have to deal with a wardrobe.
Unknown2012-02-01 22:42:45
I'm pretty sure that robes/splendors can be made permanent, though charged items may not be.
Enyalida2012-02-01 22:48:38
There is an enchantment rune that makes enchanted items permanent. Artifacts weaponry, I believe? Great rune of superior enchantment.
EDIT: Any thoughts about the suggested report?
EDIT: Any thoughts about the suggested report?
Sidd2012-02-03 00:09:11
I like it quite a lot actually, Druids are already a power heavy class, so it would give a little bit of relief there and take less time to set up
Qistrel2012-02-03 06:36:20
Enyalida:
There is an enchantment rune that makes enchanted items permanent. Artifacts weaponry, I believe? Great rune of superior enchantment.
That's buying an artifact and attaching it to an item, not paying 50 credits to make an item permanent as per HELP CUSTOMISATION, which was what I thought he was talking about. And I don't think you can attach a weapons rune to robes?
Eventru2012-02-03 16:16:52
I thought enchanted items couldn't be made permenent. Robes are enchanted, right?
Enchanted items can be, crafted items generally cannot be (robes, clothes, armour, furniture, food).
There's a cheapy rune that makes enchanted jewelry permanent and resetting (and the usual +10 charges). Close as one gets.
Enyalida2012-03-08 00:31:09
Okay, so I'm back being a Shaman. I feel like my prognosis back when the skillset came out is fairly accurate, now that I'm in the second round of toying with it, a few months later. I've whipped up several prospective envoy reports I'm considering putting through the system at some point, and would like some feedback that isn't "Shamanism is OK, look at claws! That's useful, yeah?".
To recap what I feel are problems:
-Very restricted, not as powerful as the restrictions would imply.
-Very rng dependent, especially for druids who have a very sink-or-swim design.
-Very power costly for what you get.
-Very un-targeted. You can't really target specific enemies or even enemies over allies on the vast majority of the passives.
-Very low passive strength. Druids are built around having passive afflictions, or having passives that slow down curing on the target long enough for you to get in actives in sap. Even considering the confirmed druid changes, sap will still be a crazy race of system versus system, and Shamanism just can't keep up.
Reports:
http://justpaste.it/sbb
Currently on the list to add:
Mudslick
A few trances, the entire Sky set, in particular.
Lightning
Cloudburst (waaaay down on the list, this one is)
Quake (the demesne wide one)
Root Golem (yes, again)
EDIT: The big one on my mind right now is 'FierceWeather'. It tries to fix hot climates to be useful, and make it so that weather in general is as potent a tool as the ABs make it out to be.
To recap what I feel are problems:
-Very restricted, not as powerful as the restrictions would imply.
-Very rng dependent, especially for druids who have a very sink-or-swim design.
-Very power costly for what you get.
-Very un-targeted. You can't really target specific enemies or even enemies over allies on the vast majority of the passives.
-Very low passive strength. Druids are built around having passive afflictions, or having passives that slow down curing on the target long enough for you to get in actives in sap. Even considering the confirmed druid changes, sap will still be a crazy race of system versus system, and Shamanism just can't keep up.
Reports:
http://justpaste.it/sbb
Currently on the list to add:
Mudslick
A few trances, the entire Sky set, in particular.
Lightning
Cloudburst (waaaay down on the list, this one is)
Quake (the demesne wide one)
Root Golem (yes, again)
EDIT: The big one on my mind right now is 'FierceWeather'. It tries to fix hot climates to be useful, and make it so that weather in general is as potent a tool as the ABs make it out to be.